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1. Remove the 'if $INTERNAL' for the line 'pbPrintException($!)'. This may helps developers while testing new effects since there is no reason for won't letting the error message pops and several times some error occurs when the dev forget/won't expect this bug. So, the dev must waste time reproducing this error when the flag is off. Sometimes the players may find an error, but can't inform the error message because there is no error message, only the battle with the "buggy screen".

2. The official games now are faster when changing the box at pokémon storage, so let's double it in Essentials. At 'pbSwitchBoxToRight' and 'pbSwitchBoxToLeft' change the 16 to 32. Maybe you need to reflect this at the others numbers at these defs, since the sum must be divisible by 32.

This method has a very, very bad performance. If you tried to load a box full of Shadow Pokémon without shadow sprites, the game tries to load each sprite (at pbResolveBitmap call) around 24 times. 30*24 = 720. Loading sprite consumes a good time, so in this case (and even with fewer calls) generally consumes too much time that trigger the message "The script is taking too long. The game will restart.".

For the developers, I suggest to comment one of the two "sprintf" fields for making this twice as faster.

The line "next if !bitmapFileName || loadedSpritesNames.include?(bitmapFileName)" save some calls. For example: When the pokémon is shadow and isn't shiny, the expression 'tshiny=((i/2)%2==0) ? params[2] : false' params[2] is false, so the same string combination is called twice in the old way.

Okay honestly, I know I shouldn't be saying anything since I don't script, but I think these are the two things that need to be completed the most for Pokemon Essentials.

-An improved AI, the smarter the better. As of right now the AI isn't very intelligent, but it isn't completely stupid either. For example the AI is smart enough to use Foresight on ghost-types, but not smart enough to set up Reflect/Light Screen's.

-A fully functioning battle/trading system, I think this is important because it is ideal for a Pokemon game to have this feature. It would allow people to play with each other, which is what Pokemon is all about. Maybe even a GTS System or Random Match up System (both would require a server though), but if the scripts were already there for them with simple instructions on setting them up, it would be amazing.

I also feel like if these features were completed, people would be more motivated to finish their games. I know I'm going to finish my game eventually, but sometimes I get lazy. And then I think of things like how the AI isn't perfect, or the fact that people might not be able to trade/battle properly by the time I finish the game, and I become somewhat less motivated (I haven't quit yet and don't plan to, but many people have quit).

It was suggested earlier, probably, but I'd really like to see an implementation of Triple Battles in the game, as well as Horde Battles. These are features in the main games and, while one is gimmicky, the other is a very important feature which will probably become a mainstay in the series. Although Triples are gimmicky, I'd really like to see it done because I have an idea for a game which will have all battles be Triple Battles.

It was suggested earlier, probably, but I'd really like to see an implementation of Triple Battles in the game, as well as Horde Battles. These are features in the main games and, while one is gimmicky, the other is a very important feature which will probably become a mainstay in the series. Although Triples are gimmicky, I'd really like to see it done because I have an idea for a game which will have all battles be Triple Battles.

I honestly don't think it is possible, and if it is then it won't be an easy job at all. The whole battle system would have to be reworked. I know a scripter who said that you would have to redefine so many things that it would basically be a new battle system. Honestly, I don't even think triple battles are worth it. Horde Battle's actually have a unique purpose (EV Training), but triple's are just there. Although I guess it would still be a cool feature to have, I don't consider triple battles at all important. I would say Horde Battle's are more important.

If anything, I would like to see an implementation of Sky Battle's. I think they are a cool idea, and I don't think it would be too hard to script either. All you would need to do is define which pokemon are allowed in Sky Battle's, and which moves are prohibited. Also you would need to make a message for when Metronome/Sleep Talk selects a prohibited move that says "But this move won't work well in a Sky Battle."

I created this thread to sugest new features for pokemon essentials project so we can add more features and to improve more and more.

Note: I'm not a scripter or programer, I only do a few things in this matter, but I can provide some ideas or graphics.

Here I have a few ideas:

Vs seeker system to battle like in pokemon fire red;
New type of weather: Fog;
Pokémon navigator like in pokemon emerald;
Fame checker like in pokemon fire red;
Teaching TV like in pokemon fire red;
That's all for now...

I only know a few things, but i want to help to improve the pokemon essentials, i can provide graphics if you want, soon i will post here a script based in Unown words here for everyone. Sorry for anything else and for my bad english, i'm portuguese.

Fix the "Trainers' Pokémon not attacking" bug in Essentials 15. This is serious. Pokémon should use attacks!

I can tell because Kricketune isn't using ANY attacks. Is it because the Level exceeds 10? Is it the moveset? Seriously, I can't have games work like this! At least prove a challenge. Fix the "Opponent not attacking" problem in Essentials v15.

__________________

PLEDGE OLIVE KAPPA,
and don't lock this thread just because I posted here.

Fix the "Trainers' Pokémon not attacking" bug in Essentials 15. This is serious. Pokémon should use attacks!

I can tell because Kricketune isn't using ANY attacks. Is it because the Level exceeds 10? Is it the moveset? Seriously, I can't have games work like this! At least prove a challenge. Fix the "Opponent not attacking" problem in Essentials v15.

The culprit should be its moveset. You should check out the bug & error reporting topic, there might be some solutions for you (heck, your complain should belong there). If there aren't, try to figure things out.

A function that allow to put a pokémon in middle of a Regional Pokédex, like the Steelix at a New Kanto Dex, shifting all positions after Onix with +1. Also, make a similar thing for removing a pokémon.

A function that allow to put a pokémon in middle of a Regional Pokédex, like the Steelix at a New Kanto Dex, shifting all positions after Onix with +1. Also, make a similar thing for removing a pokémon.

The current system doesn't mess up Pokémon with forms. Rather than setting the form to a specific value when it Mega Evolves, just add/subtract some amount from the form number instead. A few tweaks to other scripts would need to be done, but they're easy enough.

If you're fiddling with something like that, surely you can cope with a slew of parameters.

Already have done.

You can already do that in the Regional Dex editor in the External Editor. It's the "insert" and "delete" options.

What do you mean? Like the number of seen/owned Pokémon in each Regional Dex? You can already get that with code like $Trainer.pokedexSeen(0) where 0 is the first Regional Dex. The Pokédex uses this.

The current system doesn't mess up Pokémon with forms. Rather than setting the form to a specific value when it Mega Evolves, just add/subtract some amount from the form number instead. A few tweaks to other scripts would need to be done, but they're easy enough.

If you're fiddling with something like that, surely you can cope with a slew of parameters.

Already have done.

You can already do that in the Regional Dex editor in the External Editor. It's the "insert" and "delete" options.

What do you mean? Like the number of seen/owned Pokémon in each Regional Dex? You can already get that with code like $Trainer.pokedexSeen(0) where 0 is the first Regional Dex. The Pokédex uses this.

def pbTypeCount
typecount=[]
for i in 0..PBTypes.maxValue #for each type
count=0
for j in 1..PBSpecies.maxValue
dexdata=pbOpenDexData
pbDexDataOffset(dexdata,j,8)
type1=dexdata.fgetb
#pbDexDataOffset(dexdata,j,9)
#type2=dexdata.fgetb
dexdata.close
#only checking primary type
count += 1 if type1 == i #|| type2== i
end
typecount[i]=count
end
for i in 0...typecount.length
Kernel.pbMessage(_INTL("Type: {1} Count {2}",PBTypes.getName(i),typecount[i]))
end
return typecount
end

This doesn't display in order, but I figure FL can do that if he wants

Something I thought of that could make for a better AI. Moves and abilities can be revealed to the AI, and it can make decisions based on that. For the abilities, it starts off with a array of the possible abilities each pokemon has, and if something causes them to display a message ({1} is exerting it's pressure!) that ability is revealed, and it can make decisions using that instead of just by the skill level of the opponent. If the ability isn't revealed, it can either pick arbitrarily, or we can hardcode in which ones are generally competitive. Same goes with moves. If you use Ice Beam, the AI won't want to switch into Salamance, but if you don't use that move it won't know you have it and switch Salamance in.

I'll look more into the actual coding of this in a bit, this was just something I thought of.

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